|
|
|
|
|
|
|
|
|
|
|
Breakers are the best Archetype to play because they are so
necessary. Targets try to squirrel things away in nigh-impenetrable
strongholds and corporate ramparts, and only a Breaker can get
at it. Breakers are also usually self sufficient as well --
they are able to solo some kinds of jobs, and can always use
their skills to earn a little income even if they are between
Runs.
|
|
ROLE
|
|
Getting in and out of places they arent supposed to be is the
speciality of the Breaker. Part thief, part spy, part infiltrator,
and part inside man Breakers are an important part of many types
of Runs. If you need to get into a secure facility to accomplish
a contract and can't just force your way in, you had better
have a Breaker on your team.
|
|
FOCUS
|
|
Just about more than any other Archetype, Breakers are all about
Skills. Stealth, Concealment, Security Systems, Electronics,
and Lockpicking are almost de riguer for Breakers, and support
Skills like Sleight of Hand, Streetwise, PS: Appraisal are also
very useful to have.
|
|
ANDRE
|
|
CHARACTER
SHEET
|
|
|
|
Further, Breakers usually need a way to offload any loot they
may pocket along the way, so social contacts among fences and
some Interaction Skills are not uncommon either.
|
|
Some Breakers are fast, but it's more important to be sneaky
and good at getting around intrusion countermeasures. Anything
that allows a Breaker to get through locks and avoid surveillance
is of principal importance.
|
|
Any gear that helps a Breaker do their job is key, and a Breaker
should start with enough gear to pull off a Run with.
|
|
|
|
THE GHOST
|
|
This sort of Breaker excels at avoiding detection, either via
technology, skill, or natural advantages. Ghosts are most useful
when stealth is a priority; particularly if the mark can't know
they've been compromised for a while. Data theft, hidden sabotage,
and bug planting are all classic Ghost jobs.
|
|
However, almost all Ghosts are soloists; they can work in conjunction
with teams, but their level of subtlety requires them to insert
alone. This makes for a dangerous livelihood.
|
|
THE CRACKER
|
|
This sort of Breaker excels at opening safes and vaults. A very
narrow specialty, but an important one for certain kinds of
jobs. Many Crackers have some secondary skill set as well, but
the best Crackers are so necessary and rare that they really
don't have to bring anything else to the table; they can expect
to be feted and fully supported and protected in the field.
|
|
|
|
|
THE SLICER
|
|
This sort of Breaker is well known for their ability to beat
locks, both mechanical and electronic. The best Slicers are
also adept at bypassing security features designed to prevent
unauthorized access via windows and doors. Slicers typically
move with a team in the field, slicing locks as needed.
|
|
This task is sometimes manageable by a Hacker overriding security
systems, but there are enough failsafes employed to do some
combination of prevention, detection, and deterent to ensure
that Slicers are usually in demand.
|
|
THE CRAWLER
|
|
Crawlers take advantage of a fact of modern construction; crawl
spaces, access tunnels, service conduits, and if need be sewers
intertwine through almost all buildings to some degree or another,
and securing them is always a challenge.
|
|
Crawlers find them, map them, and use them to gain access to
places they are not supposed to be. Almost all Breakers are
capable of doing this in theory, but Crawlers take it to a high
art form and it is their primary M.O..
|
|
Crawlers have a lot in common with Ghosts, but are more able
to guide others along with them circumstantially; large or heavily
borg'd teammates couldn't go with them if they planned to insert
via narrow ducts, but an entire team could go along if the target
site had a little-known service door in from an old subway tunnel
for instance.
|
|
A big part of a Crawler's bag of tricks is physically avoiding
areas with a lot of surveillance and infiltrating where security
is weak. As an aside, most Crawlers are small and thin and have
no issues with claustrophobia by necessity.
|
|
THE IMPERSONATOR
|
|
Impersonators are Breakers that specialize in fooling both the
naked eye and biometrics with a combination of skill, props,
and gear, and thereby gain illicit access. Part actor, part
forger, part nerves of steel, Impersonators are a dying breed
but good ones are assured a place in the upper tiers of the
Runner elite.
|
 | | |